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*Merge.
--HG-- branch : trunk
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@@ -136,7 +136,7 @@ void ScriptedAI::EnterEvadeMode()
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{
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if(owner->isAlive())
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m_creature->GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
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}
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}
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else
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m_creature->GetMotionMaster()->MoveTargetedHome();
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}
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@@ -434,7 +434,7 @@ void ScriptedAI::SelectUnitList(std::list<Unit*> &targetList, uint32 num, Select
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|| playerOnly && target->GetTypeId() != TYPEID_PLAYER
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|| dist && !m_creature->IsWithinCombatRange(target, dist))
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{
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continue;
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continue;
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}
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targetList.push_back(target);
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--num;
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@@ -634,15 +634,15 @@ void FillSpellSummary()
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SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_FRIEND-1);
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//Make sure that this spell includes a damage effect
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if ( TempSpell->Effect[j] == SPELL_EFFECT_SCHOOL_DAMAGE ||
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TempSpell->Effect[j] == SPELL_EFFECT_INSTAKILL ||
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TempSpell->Effect[j] == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE ||
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if ( TempSpell->Effect[j] == SPELL_EFFECT_SCHOOL_DAMAGE ||
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TempSpell->Effect[j] == SPELL_EFFECT_INSTAKILL ||
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TempSpell->Effect[j] == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE ||
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TempSpell->Effect[j] == SPELL_EFFECT_HEALTH_LEECH )
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SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_DAMAGE-1);
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//Make sure that this spell includes a healing effect (or an apply aura with a periodic heal)
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if ( TempSpell->Effect[j] == SPELL_EFFECT_HEAL ||
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TempSpell->Effect[j] == SPELL_EFFECT_HEAL_MAX_HEALTH ||
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if ( TempSpell->Effect[j] == SPELL_EFFECT_HEAL ||
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TempSpell->Effect[j] == SPELL_EFFECT_HEAL_MAX_HEALTH ||
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TempSpell->Effect[j] == SPELL_EFFECT_HEAL_MECHANICAL ||
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(TempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA && TempSpell->EffectApplyAuraName[j]== 8 ))
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SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_HEALING-1);
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@@ -746,7 +746,7 @@ void ScriptedAI::DoTeleportAll(float x, float y, float z, float o)
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}
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Unit* FindCreature(uint32 entry, float range, Unit* Finder)
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{
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{
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if(!Finder)
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return NULL;
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Creature* target = NULL;
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@@ -38,7 +38,7 @@ class TRINITY_DLL_DECL ScriptedInstance : public InstanceData
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virtual void Update(uint32) {}
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// Save and Load instance data to the database
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const char* Save() { return NULL; }
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const char* Save() { return NULL; }
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void Load(const char* in) { }
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};
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